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Added boosts, second chance rebounds, visual and audio feedback, ability to shift to the opposite side of the track, improved the look of the stars and tweaked the procedural level generation. Continue reading →

This is just after adding the gravity-shift mechanic. Twitch mode is what I’m calling the one-direction, reflex-training mode. There’s no velocity cap, so you can play the randomly generated racetrack as long as you can keep pace with the mouse. Right now the game plays like a one-button runner, so scrolling is automatic. You jump when you click and gravity shift when you click while in the air. Just ignore those colored tunnels. Those are for a feature that I haven’t implemented yet. It should also be noted that this contains placeholder music and was used for testing purposes only.

This first round of public testing has been very fruitful. I received some extremely valuable feedback from testers and other developers, pinpointed some key areas for improvement and I’m super excited about the direction this game is headed! The major lesson that I learned is not to get ahead of myself. The game is headed in a wonderful direction but there’s still much to do. Continue reading →

Well, I’ve reached that nervous point that every indie game developer looks forward to and secretly dreads… public testing.

Kitty Catch Mouse has reached that stage where it needs to wiggle its wee little toes in the waters of public testing to find out exactly where its strengths and weaknesses are. Many of the testers in my isolated test group are also developers, and most of them are people I don’t know in person, so this is really the first time I can be assured (mostly) unbiased and informed feedback.

This being my first public test, you can imagine that my stomach is churning – and it is! I’m very excited though! It feels great to know that I’ve persevered, crashed through unexpected obstacles and overcome personal limitations.

I always planned on this being a quick project that I can basically use to learn, get the overall experience and add a link to on my resume. With the exception of “the overall experience”, all of that has been achieved. So despite whatever feedback I get, negative or positive, I’m totally stoked! This is another milestone for me and then it’s on to the next chapter…

“Kitty Catch Mouse” is getting a pretty metaphorical bow tied on it and then I’ll be conducting some closed testing to determine what gamers think is fun about the game, what can be taken out to play to its strengths and what other craziness can be concocted to make it even better. I won’t be divulging the release dates, but I’ll keep you otherwise teased with screenshots, details, videos and development blogs in the near future. Until then, here’s a “first look” screenie: